What I've been working on since last year and recently.
- Reviewing and replacing the water-related parts of the released house MOD. (Updates completed with some exceptions)
- Implemented a function that prevents NPCs from taking off their clothes in the published house mod. (Correspondence and update completed)
- Create a patch for the released house MOD. (Work is currently being carried out sequentially to the extent that it can be accommodated)
- Work to release house MODs released on Bethesda.net on Nexus (work in progress)
Creating a new house MDO (there are several houses in the works)
Why do they start out making small, compact houses, but end up being so big? (The house gets bigger when you add the features you want.)
For my recent work, I've been creating a patch for Markarth View Manor that adds an option to "Purchase the Front Door Key."
The patch that adds the option to "Purchase a Door Key" to Markarth View Manor is currently only available on Nexus.
The way to implement the "Purchase the Front Door Key" option differs between PC/Xbox One and PS4. For the PC and Xbox One versions, I can create a new quest that includes the necessary scripts to exchange items, and implement the key purchase script within that quest. However, the PS4 version doesn't allow the addition of new scripts, so I need to find an alternative method for "Purchasing the Front Door Key." The feasible alternative is to implement a "Generate the Front Door Key" option.
However, considering that the PS4 version has a limited number of MOD slots, I personally don't think it's necessary to use one of those slots for a "Purchase the Front Door Key" patch.
It might be better to release two versions at the time of release: a "Ready to Move In" version and a version where you "Purchase or Generate the Key Before Moving In." This way, we can avoid wasting a MOD slot. (The downside is that the work will double when maintenance is required.)